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Lines Matching full:vc4

54         struct vc4_context *vc4 = vc4_context(pctx);  in vc4_tile_blit()  local
130 vc4_flush_jobs_reading_resource(vc4, info->src.resource); in vc4_tile_blit()
132 struct vc4_job *job = vc4_get_job(vc4, dst_surf, NULL); in vc4_tile_blit()
157 vc4_job_submit(vc4, job); in vc4_tile_blit()
166 vc4_blitter_save(struct vc4_context *vc4) in vc4_blitter_save() argument
168 util_blitter_save_fragment_constant_buffer_slot(vc4->blitter, in vc4_blitter_save()
169 vc4->constbuf[PIPE_SHADER_FRAGMENT].cb); in vc4_blitter_save()
170 util_blitter_save_vertex_buffer_slot(vc4->blitter, vc4->vertexbuf.vb); in vc4_blitter_save()
171 util_blitter_save_vertex_elements(vc4->blitter, vc4->vtx); in vc4_blitter_save()
172 util_blitter_save_vertex_shader(vc4->blitter, vc4->prog.bind_vs); in vc4_blitter_save()
173 util_blitter_save_rasterizer(vc4->blitter, vc4->rasterizer); in vc4_blitter_save()
174 util_blitter_save_viewport(vc4->blitter, &vc4->viewport); in vc4_blitter_save()
175 util_blitter_save_scissor(vc4->blitter, &vc4->scissor); in vc4_blitter_save()
176 util_blitter_save_fragment_shader(vc4->blitter, vc4->prog.bind_fs); in vc4_blitter_save()
177 util_blitter_save_blend(vc4->blitter, vc4->blend); in vc4_blitter_save()
178 util_blitter_save_depth_stencil_alpha(vc4->blitter, vc4->zsa); in vc4_blitter_save()
179 util_blitter_save_stencil_ref(vc4->blitter, &vc4->stencil_ref); in vc4_blitter_save()
180 util_blitter_save_sample_mask(vc4->blitter, vc4->sample_mask); in vc4_blitter_save()
181 util_blitter_save_framebuffer(vc4->blitter, &vc4->framebuffer); in vc4_blitter_save()
182 util_blitter_save_fragment_sampler_states(vc4->blitter, in vc4_blitter_save()
183 vc4->fragtex.num_samplers, in vc4_blitter_save()
184 (void **)vc4->fragtex.samplers); in vc4_blitter_save()
185 util_blitter_save_fragment_sampler_views(vc4->blitter, in vc4_blitter_save()
186 vc4->fragtex.num_textures, vc4->fragtex.textures); in vc4_blitter_save()
191 struct vc4_context *vc4 = vc4_context(pctx); in vc4_get_yuv_vs() local
194 if (vc4->yuv_linear_blit_vs) in vc4_get_yuv_vs()
195 return vc4->yuv_linear_blit_vs; in vc4_get_yuv_vs()
221 vc4->yuv_linear_blit_vs = pctx->create_vs_state(pctx, &shader_tmpl); in vc4_get_yuv_vs()
223 return vc4->yuv_linear_blit_vs; in vc4_get_yuv_vs()
228 struct vc4_context *vc4 = vc4_context(pctx); in vc4_get_yuv_fs() local
234 cached_shader = &vc4->yuv_linear_blit_fs_8bit; in vc4_get_yuv_fs()
237 cached_shader = &vc4->yuv_linear_blit_fs_16bit; in vc4_get_yuv_fs()
324 struct vc4_context *vc4 = vc4_context(pctx); in vc4_yuv_blit() local
353 vc4_blitter_save(vc4); in vc4_yuv_blit()
365 util_blitter_unset_running_flag(vc4->blitter); in vc4_yuv_blit()
393 util_blitter_custom_shader(vc4->blitter, dst_surf, in vc4_yuv_blit()
397 util_blitter_restore_textures(vc4->blitter); in vc4_yuv_blit()
398 util_blitter_restore_constant_buffer_state(vc4->blitter); in vc4_yuv_blit()
420 struct vc4_context *vc4 = vc4_context(ctx); in vc4_render_blit() local
422 if (!util_blitter_is_blit_supported(vc4->blitter, info)) { in vc4_render_blit()
438 vc4_blitter_save(vc4); in vc4_render_blit()
439 util_blitter_blit(vc4->blitter, info); in vc4_render_blit()